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I guess you'll be surprised when I say "Getting stunned happens only when you get knocked off your feet and roll around 3 times in quick succession, usually in one minute". It's only random because you probably don't realize how often you got knocked around before getting stunned.
Look, I had the exact same complaint about stuns before I was good (was it 3 years ago? Time really flies when you are having fun...). Considering getting better and Stun Resist 3 exists, this entire thread is a non-issue bloated beyond its capabilities. OP is a few years late to complain about core game mechanics, as a bonus.
Learn the bloody movesets and practice further, given that you are actually trying to enjoy the game the way the developers intended.
That is not how stuns work. At all. If it were, attacks like Titzi's flash, Pukei's scatternut spit, and iirc Teostra's nova would need two followup attacks to stun, and yet they instantly proc it all by themselves.
Every monster attack deals a certain amount of stun "damage" in the same way that you build mounting or status "damage" with your own attacks (well, status application is actually random chance to proc per player attack, and stun damage is applied consistently unless you get hit in the back, but the concept is the same). This stun "damage" goes down over time, but If you accrue enough stun "damage" a stun is procced.
It is true that, in a general sense, getting hit several times in quick succession tends to cause stuns, but that's because the stun damage doesn't have time to decay and not simply because you took three hits.
Should you not be stunned you wouldnt know those moves are punishing you, would you?
Not exactly. Many monsters, including the Zinogres, Fatalis themselves, AT Velk, and iirc Pickle do not insta stun with their novas (I don't think Fatty even deals any stun damage with it period). It's the same system, some attacks (often ultimates) just have the stun damage set so high that a single hit is enough to max the bar.
I dunno, having lost 90% of my healthbar generally feels pretty punishing.
Others have already explained how the stun mechanic actually works, but you can still dumb it down to "get hit too many times, get stunned". So while you can use the skill stun resistance, your main problem is an issue with your own skills. No offense. But getting stunned is literally a punishment you get for doing bad plays. As long as you avoid the monster's attacks, you won't get stunned.
Maybe try being less aggressive. Observe the monster you are fighting, get to know how it ticks. Once you know how certain attacks are chained into each other or how the monster tells you which one to expect next, you will know when to get out of the way. Try to find the openings in a monster's moveset and exploit them. This takes some time, but it makes each monster much more managable.
The same goes for tremor, in most cases. If you know which attacks inflict tremor, you know when you should back off to avoid it. But I agree, it is an insanely annoying ailment in World and Iceborne. I myself can't fight against Xeno without Tremor Resistance, because I hate having to loose my footing for what feels like 10+ seconds over and over again.
As for roars, they can be annoying, but as others also already said, you can learn to dodge them. But it's tricky and by far not an easy task. But if you do, you can manage to get openings out of them instead. Also mostly the worst thing a roar can do is to break your attack combo, as the monster is trapped in it's own roaring animation while you are flinching. So it's not like stun or tremor, that the monster could hurt you during the time. Even the flying rat has become tame since World and doesn't hurl a fire ball at you directly after screeching into your ears, giving you only a miniscule time window to dodge that after your flinch.
But stuns and roars are a skill issue. Roars you eventually learn to roll through (it takes a LONG time but you WILL get there). Stuns are just punishment for getting hit too much too often. If it really gives you so much problems - stun resist gems are cheap and almost free to slot in most builds compared to earplugs and way more useful than tremor resist. My anti-diablos (the stun buildup on her is so high that it becomes a threat no matter how well you play) set pre-Fatty could fit in sr3 while keeping health boost 3, 100% crit and crit boost 3. So, no excuses there.
Yeah, I know most novas aren't stunners, but if the ones you mentioned didn't show you that you get stunned after you lose 90% of your health, like the Teo nova, would you avoid it, just tank it, or actually bring a new plan to the table?
Hell you can even evade through most monster roars without a single level of evade window
I am not struggling with the mechanic. I simply do not like it because I don't think it's very good.
As an aside, I don't think it's much of a problem with the arch tempered MR stuff because those tend to straight up kill you if you're making enough mistakes that stuns are a possibility. It can happen (especially when a wide range build is in play), but it tends to be pretty rare.
Here is your claim:
I pulled a few examples off the top of my head to disprove this claim. The list was never meant to be exhaustive because I was simply challenging your assertion that ultimate attacks all instantly stun.
Your first sentence here is confusing me. If I was not shown, by the attacks mentioned (which don't stun), that I get stunned after being hit by them...like, that's the current situation? It's not a hypothetical; every time I get hit with these things it IS showing me that it doesn't stun.
At any rate, I would probably handle them in the same way if they did stun, which is what I think you're asking. I already challenge Teo novas on my setups that have investment in evade window; the greater determiner is how hard it is to dodge and not just how extraordinarily punishing it is (ex: I do not ♥♥♥♥ with Stygian Zin's slam -> slam -> drill charge thing because it's just so tough to do consistently).
But TREMORS and forced KNOCKDOWN? These scares me... *Stares at Safi the mf*
Any shield weapons would negate it, dual blades, LBG, and insect glaive are faster when it comes to rolling which is an opportunity to dodge the stun roar easier.
Longsword has special move that allow you to evade the roar which similar to bow as well, and you can block also shoulder tackle with greatsword.
Which now leave to hammer, switchaxe, and HH who don't have any of those special treatments and can only rely on rolling in very perfect timing, but again you can get used to it if you continue to learn the patter of the monster, i used to having hard time myself and i bet a lot of people too.
Stuns are kinda understandable tho, it only happens if you are getting hit a lot which back again on how player plays. If you learn pattern of the monster then you may get better and won't getting hit a lot, which means less chance of getting stunned, some sort of punishment for not improving.
As for tremor it's mostly for certain small hitbox only, like Deviljho who will do his stomp attack which affecting small area around his legs, meaning that's a giveaway to players they should not hit that part too often or focus on other parts. Nergigante only affects you if he does his slam but dodging it not that difficult since he tend to do longer pre-move. Tho i agree it's quite annoying for monster like Xeno'Jiva which always cover larger area or Rajang who keep doing it too often.
You really just need to learn how to actually this game work and simply be better at this instead of just unga-bunga all content like on Dark Souls or Devil May Cry.